#version 450 core

/*
 * Copyright (c) 2018 Confetti Interactive Inc.
 * 
 * This file is part of The-Forge
 * (see https://github.com/ConfettiFX/The-Forge).
 * 
 * Licensed to the Apache Software Foundation (ASF) under one
 * or more contributor license agreements.  See the NOTICE file
 * distributed with this work for additional information
 * regarding copyright ownership.  The ASF licenses this file
 * to you under the Apache License, Version 2.0 (the
 * "License"); you may not use this file except in compliance
 * with the License.  You may obtain a copy of the License at
 * 
 *   http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing,
 * software distributed under the License is distributed on an
 * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
 * KIND, either express or implied.  See the License for the
 * specific language governing permissions and limitations
 * under the License.
*/

layout(set=0, binding=1) uniform textureCube skyboxTex;
layout(set = 0, binding = 2) uniform sampler skyboxSampler;

layout(location = 1) in vec3 WorldPos;

layout(location = 0) out vec4 outColor;

void main()
{
	outColor = texture(samplerCube(skyboxTex, skyboxSampler), WorldPos);

	float inverseArg = 1/2.2;

	outColor = vec4(pow(outColor.r, inverseArg), pow(outColor.g, inverseArg), pow(outColor.b, inverseArg), 1.0);
}